angry cores taking anger management

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Fracture
797 Posts
Posted Dec 13, 2012
I got a diversity vent that is directing angry cores, the player activates a button and the tube redirects the bombs elsewhere to a destroyable wall. However the cores do not explode on impact. They have been set with a health of 1, an explosion radius of 100, damage of 50, and set for full gibs. I have no idea why they are not detonating
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FelixGriffin
2,680 Posts
Posted Dec 13, 2012
Replied 6 hours later
Are they prop_exploding_futbols?
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Fracture
797 Posts
Posted Dec 13, 2012
Replied 3 hours later
prop_phys_override. I thought the futbols were for something else. can't seem to find that entity in the wiki
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FelixGriffin
2,680 Posts
Posted Dec 13, 2012
Replied 4 hours later
They were added to the FGD with DLC2, and nobody has bothered to go and correct the wiki since (despite the fact that a lot of AWESOME NEW ENTITIES were added). Just place a prop_exploding_futbol as your template, it's pretty self-explanatory.
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Fracture
797 Posts
Posted Dec 13, 2012
Replied 4 hours later
I was actually looking at that entity earlier and saw a lack of properties from which i can manipulate. I'm guessing i have to add those by turing off smart edit, aren't I?
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FelixGriffin
2,680 Posts
Posted Dec 13, 2012
Replied 1 hour later
No, there just aren't that many to manipulate. Check the flags for when it should explode, and that's about it. Try it.
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Fracture
797 Posts
Posted Dec 14, 2012
Replied 3 hours later
aw, i was using the wrong entity before, now i see which one i was supposed to use. Although it has some outputs that are unfamiliar to me that can be assigned to this thing. What would be the best recommended way to set it to explode on impact after it has been swirling violently in a tube where it would most likely blow up on normal settings?
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FelixGriffin
2,680 Posts
Posted Dec 14, 2012
Replied 6 hours later
Make sure it doesn't blow up in the tube. Maybe make the vent non-solid? Or use a trigger_vphysics_motion to keep it in the center?
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Fracture
797 Posts
Posted Dec 14, 2012
Replied 5 hours later
the wiki has a massive amount of info missing on trigger_vphysics_motion. How many vaguelye described drag/velocity properties does one even need? But it's definately better than trigger_push, but the bombs keep hitting the wall in this one turn area
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FelixGriffin
2,680 Posts
Posted Dec 14, 2012
Replied 3 hours later
Make that part non-solid and use trigger_pushes to push the cores properly.

And yes, that's one of the worse articles on the wiki. Just add some damping/drag and see if that helps.

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Fracture
797 Posts
Posted Dec 15, 2012
Replied 9 hours later
i was using trigger_push before and it was like bowling and minigolf combined. I managed to get the desired effect with lots and lots of catapults and targets
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AD_79p2
103 Posts
Posted Dec 15, 2012
Replied 18 minutes later
Bowling and minigolf combined? Sounds fun. 'thinks about rolling bowling balls into holes'
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Skotty
671 Posts
Posted Dec 15, 2012
Replied 18 hours later

To turn off them exploding on touch, do the following:
- put a trigger_multiple (flags set to physics only) in your vac tube entrance
- give this trigger_multiple the following output:

OnTrigger
!activator
Addoutput
ExplodeOnTouch 0
  • put another trigger at the exit point
  • give this trigger_multiple the following output:
OnTrigger
!activator
Addoutput
ExplodeOnTouch 1
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Fracture
797 Posts
Posted Dec 16, 2012
Replied 5 hours later
See, these are the things that are not documented I can't find that drives me nuts. Thank you
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FelixGriffin
2,680 Posts
Posted Dec 16, 2012
Replied 7 hours later
One other little trick with AddOutput:

Using it to change a KV isn't well-documented, but if you want to experiment with it from ent_fire, you have to wrap the "ExplodeOnTouch 1" or whatever in quotes. Otherwise it says you should be using it to add outputs, not change KVs.

Skotty: Isn't the "Explode on Touch" feature a spawnflag, not a KV? Can you change those?

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Skotty
671 Posts
Posted Dec 16, 2012
Replied 8 minutes later
It's no spawnflag. And if it would be, just replace the spawnflags value including >something< with the number that excludes >something<.
It works for everything.
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Fracture
797 Posts
Posted Dec 16, 2012
Replied 8 hours later
okay hammer is acting up and it is really pissing me off. after making this one little change, the compiler freaks out over nodes with no volumes and invalid brushes and textures. I try to use a cordon to find this thing and hammer crashes. I attempt to reload the map and now it crashes every single time it attempts to load it
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Skotty
671 Posts
Posted Dec 16, 2012
Replied 4 minutes later
Never put ANYTHING in "" in any Hammer window!!!

The addoutput parameters may be seperated by a space, but they still are saved together. So do NEVER put "ExplodeOnTouch 0" in there, NEVER ""

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Fracture
797 Posts
Posted Dec 16, 2012
Replied 2 minutes later
I wish you had posted that sooner -_-

EDIT: i removed the quotes in notepad. It works now, thanks

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Skotty
671 Posts
Posted Dec 16, 2012
Replied 3 minutes later
That's why I didn't wrote it in "" in the other post :razz: